|
@@ -0,0 +1,44 @@
|
|
|
+#include "init_render_to_texture.h"
|
|
|
+#include <cassert>
|
|
|
+
|
|
|
+IGL_INLINE void igl::init_render_to_texture(
|
|
|
+ const size_t width,
|
|
|
+ const size_t height,
|
|
|
+ GLuint & tex_id,
|
|
|
+ GLuint & fbo_id,
|
|
|
+ GLuint & dfbo_id)
|
|
|
+{
|
|
|
+ using namespace std;
|
|
|
+ // Delete if already exists
|
|
|
+ glDeleteTextures(1,&tex_id);
|
|
|
+ glDeleteFramebuffersEXT(1,&fbo_id);
|
|
|
+ glDeleteFramebuffersEXT(1,&dfbo_id);
|
|
|
+ // http://www.opengl.org/wiki/Framebuffer_Object_Examples#Quick_example.2C_render_to_texture_.282D.29
|
|
|
+ glGenTextures(1, &tex_id);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, tex_id);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
+ //NULL means reserve texture memory, but texels are undefined
|
|
|
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB, width, height, 0, GL_BGRA, GL_FLOAT, NULL);
|
|
|
+ glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
+ glGenFramebuffersEXT(1, &fbo_id);
|
|
|
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
|
|
|
+ //Attach 2D texture to this FBO
|
|
|
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex_id, 0);
|
|
|
+ glGenRenderbuffersEXT(1, &dfbo_id);
|
|
|
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, dfbo_id);
|
|
|
+ glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height);
|
|
|
+ //Attach depth buffer to FBO (for this example it's not really needed, but if
|
|
|
+ //drawing a 3D scene it would be necessary to attach something)
|
|
|
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, dfbo_id);
|
|
|
+ //Does the GPU support current FBO configuration?
|
|
|
+ GLenum status;
|
|
|
+ status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
|
|
|
+ assert(status == GL_FRAMEBUFFER_COMPLETE_EXT);
|
|
|
+ // Unbind to clean up
|
|
|
+ glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
|
|
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
+}
|
|
|
+
|